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获取 OpenGL 常用信息
void Context::getGLExtension()
{
const char* sVersion = (const char*)glGetString(GL_VERSION);
this->_version = std::string(sVersion);
const char* sShadingLanguageVersion = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
this->_shadingLanguageVersion = std::string(sShadingLanguageVersion);
const char* sVendor = (const char*)glGetString(GL_VENDOR);
this->_vendor = std::string(sVendor);
const char* sRenderer = (const char*)glGetString(GL_RENDERER);
this->_renderer = std::string(sRenderer);
glGetIntegerv(GL_RED_BITS, &this->_redBits);
glGetIntegerv(GL_GREEN_BITS, &this->_greenBits);
glGetIntegerv(GL_BLUE_BITS, &this->_blueBits);
glGetIntegerv(GL_ALPHA_BITS, &this->_alphaBits);
glGetIntegerv(GL_DEPTH_BITS, &this->_depthBits);
glGetIntegerv(GL_STENCIL_BITS, &this->_stencilBits);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &this->_maximumCombinedTextureImageUnits); // min: 8
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &this->_maximumCubeMapSize); // min: 16
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &this->_maximumFragmentUniformVectors); // min: 16
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &this->_maximumTextureImageUnits); // min: 8
glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &this->_maximumRenderbufferSize); // min: 1
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &this->_maximumTextureSize); // min: 64
glGetIntegerv(GL_MAX_VARYING_VECTORS, &this->_maximumVaryingVectors); // min: 8
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &this->_maximumVertexAttributes); // min: 8
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &this->_maximumVertexTextureImageUnits); // min: 0
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &this->_maximumVertexUniformVectors); // min: 128
glGetIntegerv(GL_ALIASED_LINE_WIDTH_RANGE, &this->_aliasedLineWidthRange); // must include 1
glGetIntegerv(GL_ALIASED_POINT_SIZE_RANGE, &this->_aliasedPointSizeRange); // must include 1
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, this->_maximumViewportDimensions);
// Query and initialize extensions
this->_standardDerivatives = GL_OES_standard_derivatives;
this->_elementIndexUint = GL_OES_element_index_uint;
this->_depthTexture = GL_OES_depth_texture;
this->_textureFloat = GL_OES_texture_float;
this->_textureFilterAnisotropic = GL_EXT_texture_filter_anisotropic;
this->_maximumTextureFilterAnisotropy = 1.0;
this->_vertexArrayObject = GL_OES_vertex_array_object;
//this->_fragDepth = getExtension(gl, [‘EXT_frag_depth‘]);
//this._drawBuffers = getExtension(gl, [‘WEBGL_draw_buffers‘]);
//this->_maximumDrawBuffers = defined(this._drawBuffers) ? gl.getParameter(this._drawBuffers.MAX_DRAW_BUFFERS_WEBGL) : 1;
//this->_maximumColorAttachments = defined(this._drawBuffers) ? gl.getParameter(this._drawBuffers.MAX_COLOR_ATTACHMENTS_WEBGL) : 1; // min when supported: 4
GLfloat cc[4] = { 0.0, 0.0, 0.0, 0.0 };
glGetFloatv( GL_COLOR_CLEAR_VALUE, cc );
this->_clearColor = new Color(cc[0], cc[1], cc[2], cc[3]);
glGetIntegerv(GL_DEPTH_CLEAR_VALUE, &this->_clearDepth);
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &this->_clearStencil);
}
{
const char* sVersion = (const char*)glGetString(GL_VERSION);
this->_version = std::string(sVersion);
const char* sShadingLanguageVersion = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
this->_shadingLanguageVersion = std::string(sShadingLanguageVersion);
const char* sVendor = (const char*)glGetString(GL_VENDOR);
this->_vendor = std::string(sVendor);
const char* sRenderer = (const char*)glGetString(GL_RENDERER);
this->_renderer = std::string(sRenderer);
glGetIntegerv(GL_RED_BITS, &this->_redBits);
glGetIntegerv(GL_GREEN_BITS, &this->_greenBits);
glGetIntegerv(GL_BLUE_BITS, &this->_blueBits);
glGetIntegerv(GL_ALPHA_BITS, &this->_alphaBits);
glGetIntegerv(GL_DEPTH_BITS, &this->_depthBits);
glGetIntegerv(GL_STENCIL_BITS, &this->_stencilBits);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &this->_maximumCombinedTextureImageUnits); // min: 8
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &this->_maximumCubeMapSize); // min: 16
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &this->_maximumFragmentUniformVectors); // min: 16
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &this->_maximumTextureImageUnits); // min: 8
glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &this->_maximumRenderbufferSize); // min: 1
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &this->_maximumTextureSize); // min: 64
glGetIntegerv(GL_MAX_VARYING_VECTORS, &this->_maximumVaryingVectors); // min: 8
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &this->_maximumVertexAttributes); // min: 8
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &this->_maximumVertexTextureImageUnits); // min: 0
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &this->_maximumVertexUniformVectors); // min: 128
glGetIntegerv(GL_ALIASED_LINE_WIDTH_RANGE, &this->_aliasedLineWidthRange); // must include 1
glGetIntegerv(GL_ALIASED_POINT_SIZE_RANGE, &this->_aliasedPointSizeRange); // must include 1
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, this->_maximumViewportDimensions);
// Query and initialize extensions
this->_standardDerivatives = GL_OES_standard_derivatives;
this->_elementIndexUint = GL_OES_element_index_uint;
this->_depthTexture = GL_OES_depth_texture;
this->_textureFloat = GL_OES_texture_float;
this->_textureFilterAnisotropic = GL_EXT_texture_filter_anisotropic;
this->_maximumTextureFilterAnisotropy = 1.0;
this->_vertexArrayObject = GL_OES_vertex_array_object;
//this->_fragDepth = getExtension(gl, [‘EXT_frag_depth‘]);
//this._drawBuffers = getExtension(gl, [‘WEBGL_draw_buffers‘]);
//this->_maximumDrawBuffers = defined(this._drawBuffers) ? gl.getParameter(this._drawBuffers.MAX_DRAW_BUFFERS_WEBGL) : 1;
//this->_maximumColorAttachments = defined(this._drawBuffers) ? gl.getParameter(this._drawBuffers.MAX_COLOR_ATTACHMENTS_WEBGL) : 1; // min when supported: 4
GLfloat cc[4] = { 0.0, 0.0, 0.0, 0.0 };
glGetFloatv( GL_COLOR_CLEAR_VALUE, cc );
this->_clearColor = new Color(cc[0], cc[1], cc[2], cc[3]);
glGetIntegerv(GL_DEPTH_CLEAR_VALUE, &this->_clearDepth);
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &this->_clearStencil);
}
获取 OpenGL 常用信息
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